A game control method and device, computer equipment and storage medium

By displaying sound source range indicators and controlling the predicted landing point of virtual props in the graphical user interface of shooting games, the problem of players' inaccurate throwing is solved, thus improving the gaming experience.

CN119868951BActive Publication Date: 2025-11-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510300335.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-13
Publication Date
2025-11-25
Estimated Expiration
2045-03-13

AI Technical Summary

Technical Problem

In shooting games, players often struggle to accurately determine whether the direction of a thrown object is the source of an enemy's sound, leading to inaccurate explosion radii and a negative experience.

Method used

By displaying a sound source range indicator in the graphical user interface, the location range of the sound source is indicated, and based on this, the predicted landing point of the target virtual prop is controlled and the effect information is displayed to assist the player in accurate throwing.

Benefits of technology

It enhances the player's gaming experience by visualizing the range of the sound source and the expected effect, helping players to project more accurately.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application disclose a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses a game control method and device, computer equipment and a computer readable storage medium. The present application discloses
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a game control method, apparatus, computer device, and computer-readable storage medium. Background Technology

[0002] In shooting games, a common strategy is to throw projectiles in the direction of nearby enemy sounds. However, it's difficult to judge whether the thrown projectile is in the same direction as the sound, or whether the explosion radius meets expectations. Often, these issues lead to misfires and negative experiences. Summary of the Invention

[0003] This application provides a game control method, apparatus, computer device, and computer-readable storage medium, which can improve the player's gaming experience.

[0004] This application provides a game control method that provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a portion of the game scene, including:

[0005] In response to a pre-projection event targeting a virtual prop, a sound source range identifier is displayed in the graphical user interface. The range of the sound source range identifier in the graphical user interface is used to indicate at least the location range of the sound source in the game scene.

[0006] Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, the effect information being used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect.

[0007] Accordingly, this application also provides a game control device that provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the game scene, including:

[0008] The first display unit is configured to, in response to a pre-projection event targeting a virtual prop, display a sound source range identifier on the graphical user interface, wherein the range of the sound source range identifier on the graphical user interface is at least used to indicate the location range of the sound source in the game scene.

[0009] The second display unit is used to control the predicted landing point of the target virtual item in the game scene based on the location range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual item, wherein the effect information is used to indicate the effect produced by the target virtual item after the predicted landing point takes effect.

[0010] Accordingly, this application also provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any of the game control methods provided in this application.

[0011] Accordingly, embodiments of this application also provide a computer-readable storage medium storing multiple instructions adapted for loading by a processor to execute the game control method described above.

[0012] This application embodiment, in response to a pre-projection event targeting a virtual item, displays a sound source range identifier on a graphical user interface. The range of the sound source range identifier on the graphical user interface at least indicates the location range corresponding to the sound source in the game scene. Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual item in the game scene is controlled. Furthermore, the corresponding effect information of the target virtual item is displayed, indicating the effect produced after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process, assisting players in accurately projecting and thus improving the player's gaming experience. Attached Figure Description

[0013] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0014] Figure 1 This is a scene diagram of a game control system provided in an embodiment of this application.

[0015] Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application.

[0016] Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application.

[0017] Figure 4 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0018] Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0019] Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0020] Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0021] Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0022] Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0023] Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.

[0024] Figure 11 This is a structural block diagram of a game control device provided in an embodiment of this application.

[0025] Figure 12 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0026] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0027] This application provides a game control method, apparatus, computer-readable storage medium, and computer device. Specifically, the game control method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.

[0028] For example, when this game control method runs on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes. The processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.

[0029] For example, when the game control method runs on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game application and the game screen presentation are separate. The storage and execution of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0030] Please see Figure 1 , Figure 1This is a schematic diagram of a game control system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, different terminals 1000 can also connect to other terminals or to servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. In addition, the system can include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases as different users play multiplayer games online.

[0031] This application provides a game control method, which can be executed by a terminal or a server. This application describes a game control method executed by a terminal as an example. The terminal includes a touchscreen display and a processor. The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of the following types of games: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game may include a virtual environment. Furthermore, the virtual environment may include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual environment may include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual environment. Optionally, the virtual environment may also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface may present one or more indicators to provide guidance information to the player. For example, the game may include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects may be computer-controlled, such as robots using artificial intelligence (AI) algorithms, enabling a human-computer interaction mode. For example, virtual objects possess various skills or abilities used by the player to achieve objectives. For example, virtual objects possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.

[0032] It should be noted that, Figure 1 The schematic diagram of the game control system shown is merely an example. The image processing system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game control systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0033] To address the aforementioned problems, this application provides a first game control method, apparatus, computer device, and computer-readable storage medium, which can improve the player's gaming experience. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.

[0034] This application provides a game control method, which can be executed by a terminal or a server. This application uses the example of the game control method being executed by a terminal for illustration.

[0035] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application. The specific flow of the game control method can be as follows:

[0036] 101. In response to a pre-projection event targeting a virtual prop, display a sound source range indicator in the graphical user interface.

[0037] In this embodiment, the graphical user interface is obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on a display screen, and may be the display screen interface of the terminal device.

[0038] The graphical user interface (GUI) can display the entire game scene or only a portion of it. For example, when the game scene is large, the GUI on the terminal device can only display a portion of the game scene during gameplay.

[0039] In this embodiment, a graphical user interface (GUI) displays a game interface. This game interface refers to the interface corresponding to the target game application provided or displayed through the GUI. The interface includes a user interface (UI) for player interaction and game visuals. The game interface includes at least some game scenes, which are virtual scenes displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene is a simulation of a real-world environment, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment.

[0040] Generally, a virtual scene can include virtual objects, which can be either static or dynamic. Static virtual objects specifically include ground, mountains, rocks, vegetation, buildings, etc. Dynamic virtual objects can be virtual characters, virtual animals, cartoon characters, etc.

[0041] Among them, target virtual props refer to items that can be projected and used in the game scene, which can include throwable items such as grenades, smoke grenades, Molotov cocktails or stun grenades.

[0042] The methods for obtaining the target virtual items can include various means, such as obtaining them through game rewards, obtaining them through purchase, and other methods.

[0043] In some embodiments, the target virtual item is an item in a virtual scene that can be randomly spawned in the game scene. Players can pick it up from the virtual scene by controlling a controlled virtual object; or obtain it by completing game tasks. For example, in order to complete a game task, a player can control a controlled virtual object to attack static or dynamic virtual objects in the virtual scene, and obtain it as a "reward" when the static or dynamic virtual object is defeated.

[0044] Understandably, by providing a graphical user interface, and displaying the game interface and controlled virtual objects within the graphical user interface, a visual interface is provided for users, while also facilitating player interaction with the game.

[0045] The "Prepared to Project" event indicates that the player is preparing to project the target virtual item, meaning that the player has the intention to project the target virtual item.

[0046] In this embodiment of the application, projecting a target virtual prop onto a certain location in the game scene can cause certain damage or restriction to other virtual objects (excluding the controlled virtual object) within the vicinity of that location.

[0047] For example, please see Figure 3 , Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application. Figure 3 The graphical user interface 10 shown displays a portion of the game scene 11 of the target game, and a controlled virtual object 111 controlled by the current game player within the game scene 11.

[0048] The graphical user interface 10 includes an item display area 20, which displays multiple game items equipped by the controlled virtual object 111 in the current game, such as a target virtual item 212 and other virtual items 211. These game items in the item display area 20 can be used by the controlled virtual object 111 in the current game.

[0049] The graphical user interface 10 also provides an item usage control, which can be used to control the use of game items in the item display area 20. This item usage control can include various forms; depending on the game item selected by the player in the item display area 20, the item usage control is displayed in the form corresponding to the selected game item. For example, if the currently selected item is another virtual item 211, the item usage control is a shooting control 16, which can be used to control the controlled virtual object 111 to shoot enemy objects in the game scene 11 (e.g., other player characters controlled by other players).

[0050] The graphical user interface 10 also provides multiple action controls, such as a crouch control 13, a prone control 14, and a jump control 15. The crouch control 13 can be used to control the controlled virtual object 111 to perform a crouching action; the prone control 14 can be used to control the controlled virtual object 111 to perform a prone action; and the jump control 15 can be used to control the controlled virtual object 111 to perform a jump action.

[0051] The graphical user interface may also include a movement control 12 and a thumbnail map control 112. The movement control 12 can be used to control the movement of the controlled virtual object 111 within the game scene 11; the thumbnail map control 112 includes a thumbnail map of the game scene 11 and the position of the controlled virtual object 111 within the game scene 11, allowing the current player to easily observe the real-time position of the controlled virtual object 111 within the game scene 11.

[0052] The graphical user interface also provides some other standard operation controls and related game information, which will not be described in detail here.

[0053] In some embodiments, the pre-projection event may include at least: displaying the projection control based on a triggering action in the graphical user interface.

[0054] The graphical user interface can display target virtual items, and the triggering operation in the graphical user interface can include touch operation on the target virtual items, thereby triggering the display of projection controls in the graphical user interface.

[0055] In the embodiments of this application, touch operations include, but are not limited to: click operations, press operations, swipe operations, etc.

[0056] The projection control can be used to control the projection of the target virtual prop.

[0057] For example, please see Figure 4 , Figure 4 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 4 In the graphical user interface 10 shown above, when the current player's click operation on the target virtual item 212 is detected, the shooting control 16 can be switched to the projection control corresponding to the target virtual item 212.

[0058] That is, to obtain Figure 4 The graphical user interface 10 shown on the lower side includes a prop usage control displayed as a projection control 17.

[0059] This can trigger the display of a sound source range indicator in the graphical user interface.

[0060] For example, please see Figure 5 , Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 5 The graphical user interface 10 shown displays a sound source range identifier 18.

[0061] In some embodiments, the pre-projection event may further include: detecting a sound source in the game scene. That is, when a sound source is detected in the game scene, a sound source range identifier corresponding to the sound source may be displayed on the graphical user interface.

[0062] Among them, the range of sound source identification in the graphical user interface is used to indicate at least the location range of the sound source in the game scene.

[0063] The range of the sound source as indicated by the graphical user interface (GUI) refers to the area within which the sound source is displayed on the GUI. The location range of the sound source within the game scene refers to the area within which the sound source is located in the game scene.

[0064] In some embodiments, a sound source range identifier can be displayed in the game scene. That is, in the game scene, a sound source range identifier is displayed within the range corresponding to the sound source.

[0065] In some embodiments, a sound source range identifier can be displayed on the UI interface. That is, based on the display position of each scene location in the game scene on the UI interface, the display range corresponding to the sound source on the UI interface is determined, and then the sound source range identifier is displayed within that display range.

[0066] In some embodiments, the sound source range identifier can also be used to indicate at least one of the following information: sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the present.

[0067] Among them, the direction of the sound source refers to the direction of the sound source relative to the controlled virtual object in the game scene; the distance of the sound source refers to the distance between the sound source and the controlled virtual object in the game scene; the sound source type refers to the sound type of the sound source; and the duration from the end of the sound source to the present time refers to the duration between the end of the sound source and the present time.

[0068] In the target game, sound source types can include various types, such as movement sound sources and shooting sound sources. Among them, movement sound sources can include the sounds produced by the movement of virtual objects in the game scene (including walking or driving vehicles); shooting sound sources can include the sounds produced by virtual objects in the game scene shooting.

[0069] In some embodiments, the display position of the sound source range identifier indicates the direction and distance of the sound source; the display style of the sound source range identifier indicates the type of sound source and the duration from the end of the sound source to the current time.

[0070] For example, please continue reading Figure 5 ,exist Figure 5 In the graphical user interface shown, the direction of the sound source range identifier 18 relative to the controlled virtual object 111 can be the direction of the sound source; the distance between the sound source range identifier 18 and the controlled virtual object 111 can be the distance of the sound source.

[0071] The display style can include various display parameters, such as size, color, and pattern. The display style that identifies the sound source range indicates the sound source type and the duration from the end of the sound source to the current time. It can include indicating the sound source type and the duration from the end of the sound source to the current time through different types of display parameters.

[0072] For example, the type of sound source can be indicated by a pattern. In this application embodiment, multiple patterns can be pre-designed to correspond to different types of sound sources. The duration from the end of the sound source to the present can be indicated by the size. The larger the size, the longer the duration from the end of the sound source to the present (that is, the longer the duration between the end of the sound source and the present time, the larger the corresponding range). The smaller the size, the shorter the duration from the end of the sound source to the present (that is, the shorter the duration between the end of the sound source and the present time, the more accurate the corresponding range).

[0073] For example, please continue reading Figure 5 ,exist Figure 5In the graphical user interface shown, the size of the sound source range identifier 18 can indicate the duration from the end of the sound source to the current time, and the pattern on the sound source range identifier 18 can indicate the sound source type. For example, if the current pattern is a person shooting, then the sound source type can be: shooting sound source type.

[0074] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier; the display style of the range boundary identifier indicates the duration from the end of the sound source to the current time; the display style of the sound source type identifier indicates the sound source type.

[0075] For example, please continue reading Figure 5 ,exist Figure 5 In the graphical user interface shown, the range boundary of the sound source range identifier 18 is marked as a circle, and the size of the circle is used to indicate the duration from the end of the sound source to the current time; the sound source type identifier of the sound source range identifier 18 is marked as a shooting character icon, which is used to indicate the sound source type.

[0076] In some embodiments, the sound source range identifier can be used to indicate sound source information within a historical time period prior to the current moment. The step "displaying the sound source range identifier in the graphical user interface" can then include the following operations:

[0077] Obtain information on at least one historical sound source that appeared within a specified historical time period;

[0078] Based on information about historical sound sources, the system displays the sound source range identifiers corresponding to the historical sound sources in the graphical user interface.

[0079] The specified historical time period can be a specified duration between the current moment and the specified time, such as the previous N seconds.

[0080] For example, obtain information about historical sound sources that appeared in the game scene within the previous N seconds, including: sound source location information, sound source type information, etc.; and then, based on the sound source location information and sound source type information, display sound source range identifiers in the graphical user interface to indicate the historical sound sources.

[0081] In some embodiments, the sound source range identifier can also be used to indicate the sound source information at the current moment. In this case, the step "display the sound source range identifier in the graphical user interface" may include the following operations:

[0082] Obtain information about at least one currently occurring sound source;

[0083] Based on the information of the current sound source, the sound source range identifier corresponding to the historical sound source is displayed on the graphical user interface.

[0084] For example, obtain information about the current sound source appearing in the game scene at the current moment, including: sound source location information, sound source type information, etc.; and then, based on the sound source location information and sound source type information, display a sound source range identifier in the graphical user interface to indicate the current sound source.

[0085] In this embodiment of the application, by displaying a sound source range identifier and visualizing the information of the sound source, players can have a clearer and more accurate reference for the projection range.

[0086] 102. Based on the location range indicated by the sound source range identifier, control the predicted landing point of the target virtual prop in the game scene, and display the corresponding effect information of the target virtual prop.

[0087] The predicted landing point refers to the intended landing location of the target virtual item in the game scene.

[0088] The effect information indicates the effect of the target virtual item after it takes effect at the predicted landing point. "Target virtual item takes effect at the predicted landing point" means that the target virtual item is projected to the predicted landing point and takes effect.

[0089] For example, if the target virtual prop can be a grenade, then the target virtual prop taking effect at the preset landing point means that the grenade is thrown to the predicted landing point and the grenade explodes.

[0090] In this embodiment of the application, controlling the predicted landing point of the target virtual prop in the game scene based on the location range indicated by the sound source range identifier may include: automatically snapping the predicted landing point corresponding to the target virtual prop to the location range indicated by the sound source range identifier.

[0091] In some embodiments, the step "controlling the predicted landing point of the target virtual item in the game scene based on the location range indicated by the sound source range identifier" may include the following operations:

[0092] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the location range indicated by the sound source range identifier.

[0093] Among them, the triggering operation for the projection control can include the touch operation for the projection control.

[0094] For example, when a press operation on the projection control is detected, we can control the predicted landing point of the target virtual prop in the game scene based on the location range indicated by the sound source range identifier.

[0095] In some embodiments, the step "controlling the predicted landing point of the target virtual item in the game scene based on the location range indicated by the sound source range identifier" may include the following operations:

[0096] Determine the first location point within the location range indicated by the sound source range marker;

[0097] The predicted landing point of the target virtual item in the game scene is determined based on the first location point.

[0098] In some embodiments, determining a first location point within the location range indicated by the sound source range identifier may include selecting any location point from the location range indicated by the sound source range identifier as the first location point.

[0099] In some embodiments, determining a first location point within the location range indicated by the sound source range identifier may include: selecting the center point of the location range indicated by the sound source range identifier as the first location point.

[0100] Determining the predicted landing point of the target virtual item in the game scene based on the first location point may include: using the first location point as the predicted landing point of the target virtual item in the game scene.

[0101] In some embodiments, the effect information may include at least the area in which the target virtual item has an effect in the game scene.

[0102] The effective area refers to the game scene area affected by the target virtual item after it is projected. For example, if the target virtual item is a grenade, the effective area can be the game scene area corresponding to the grenade's blast radius; or if the target virtual item is a smoke grenade, the effective area is the game scene area covered by the smoke after the smoke grenade releases its smoke. Accordingly, the effective area can be a planar area or a three-dimensional area. This embodiment uses a planar area as an example for explanation, while the three-dimensional area can be understood with reference to this example.

[0103] The area of ​​effect is determined based on the predicted landing point and the corresponding range of the target virtual item. The corresponding range of the target virtual item is the area of ​​influence it exerts when used.

[0104] For example, the effective area can be determined in the game scene by taking the preset landing point as the center and the range of the target virtual prop's corresponding effective area as the radius.

[0105] For example, please see Figure 6 , Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 6 The graphical user interface 10 shown displays effect information, including an effect area 19. This effect area 19 is determined based on the predicted landing point P.

[0106] The effect information may also include the projection trajectory 30.

[0107] The projection trajectory is the movement trajectory of the target virtual item after projection. That is, the trajectory of the target virtual item moving into the game scene after being projected by the controlled virtual object. The predicted landing point is the landing point of the corresponding projection trajectory, which is the endpoint of the projection trajectory.

[0108] By displaying the projection trajectory and predicting the landing point, players can better control the projection of target virtual items. For example, based on the displayed projection trajectory, players can know whether the projection is blocked by other virtual objects or items during the projection process, and can make timely adjustments. For instance, when both the projection trajectory and the landing point are on a virtual wall in the game scene, the target virtual item projected based on that projection trajectory will be blocked by the virtual wall after being projected. Players can then adjust the direction of the projection trajectory to ensure that the target virtual item avoids the virtual wall when it is projected.

[0109] In some embodiments, the effect area may include multiple sub-regions, with different sub-regions corresponding to different effect parameters of the target virtual item.

[0110] In some embodiments, the parameters of action may be different for different target virtual items.

[0111] Among them, the effect parameter is the numerical parameter of the effect produced by the target virtual prop in each sub-area after it is thrown.

[0112] For example, if the target virtual item is a grenade, the effect parameters of each sub-region indicate the damage parameters of the grenade's explosion effect in each sub-region. As another example, if the target virtual item is a smoke grenade, the effect parameters of each sub-region indicate the concentration parameters of the smoke released by the smoke grenade in each sub-region, and so on.

[0113] Accordingly, in the embodiments of this application, the effect parameter can be a specific value based on the attribute of the target virtual item, or it can be an effect percentage value (or multiplier). For example, if the target virtual item is a grenade, the effect parameter can be explosion damage data, such as 80 points of health, indicating that it can cause damage equal to 80 points of health, or it can be the degree data corresponding to the explosion damage, such as 40%, indicating that the sub-area can cause damage effect of 40% of the grenade's maximum damage.

[0114] In some embodiments, multiple sub-regions are divided according to their distance from the center point of the effect area, that is, multiple sub-regions sequentially surround the center line point of the effect area.

[0115] In some embodiments, the effect area can be circular. In this case, a circular area and at least one annular area surrounding the circular area can be divided based on the center of the effect area, and the circular area and the annular area can be regarded as multiple sub-regions.

[0116] For example, please see Figure 7 , Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 7 The graphical user interface 10 shown displays effect information, including an effect area 19, which includes a first sub-area 191, a second sub-area 192, and a third sub-area 193.

[0117] Among the multiple sub-regions, the further the sub-region is from the center point, the smaller its corresponding action parameter.

[0118] In some embodiments, different sub-regions can use different display styles to indicate their respective operational parameters.

[0119] For example, different colors can be used to represent different operating parameters. Please continue reading. Figure 7 The first sub-region 191 is closest to the center point (which can be the predicted landing point P), so it can be displayed in red, indicating that the effect parameter is the largest; the second sub-region 192 is farther from the center point (which can be the predicted landing point P), so it can be displayed in orange, indicating that the effect parameter is smaller; the third sub-region 193 is farthest from the center point (which can be the predicted landing point P), so it can be displayed in yellow, indicating that the effect parameter is the smallest.

[0120] In some embodiments, the corresponding operating parameters can also be displayed in each sub-region.

[0121] In this embodiment, displaying the effect area facilitates players' control over the range of the target virtual item's effect after throwing, thus improving the user experience. By dividing the effect area into multiple sub-areas and displaying each sub-area with different display styles to indicate the corresponding effect parameters, the content displayed when the target virtual item is thrown is enriched, and players can better control the effect of the target virtual item in each sub-area after throwing. Players can more clearly perceive the effect and expected range of the target virtual item.

[0122] In some embodiments, sound source range identifiers may include multiple identifiers; then the step "controlling the predicted landing point of the target virtual item in the game scene based on the location range indicated by the sound source range identifiers" may include the following operations:

[0123] Determine the target sound source range identifier based on multiple sound source range identifiers;

[0124] Based on the location range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.

[0125] Among them, multiple sound source range identifiers are used to indicate the scene range of different sound sources in the game scene, as well as the sound source direction, sound source distance, sound source type, and the duration from the end of the sound source to the current time.

[0126] In some embodiments, the step "determine the target sound source range identifier based on multiple sound source range identifiers" may include the following operations:

[0127] The target sound source range identifier is determined based on the range identifier of the sound source closest to the controlled virtual object.

[0128] For example, please see Figure 8 , Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 8 The graphical user interface 10 shown displays multiple sound source range identifiers, including: a first sound source range identifier 181, a second sound source range identifier 182, and a third sound source range identifier 183.

[0129] Among them, the sound source range identifier closest to the controlled virtual object 111 can be the first sound source range identifier 181, and then the first sound source range identifier 181 can be used as the target sound source range identifier.

[0130] In some embodiments, the step "determine the target sound source range identifier based on multiple sound source range identifiers" may include the following operations:

[0131] In response to a selection operation for multiple sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.

[0132] Among them, the selection operation for multiple sound source range markers can include the player's touch operation on any one of the multiple sound source range markers, thereby determining the target sound source range marker.

[0133] For example, please continue reading Figure 8 When displaying the first sound source range identifier 181, the second sound source range identifier 182, and the third sound source range identifier 183, if a player's touch operation on the second sound source range identifier 182 is detected, then the second sound source range identifier 182 can be used as the target sound source range identifier. This allows players to choose according to their own needs.

[0134] In some embodiments, to facilitate players switching between sound source range identifiers to control the predicted landing point, the graphical user interface may also provide a crosshair identifier. The step "determine the target sound source range identifier based on multiple sound source range identifiers" may include the following operations:

[0135] In response to a movement operation on the crosshair marker, determine the second position point in the game scene corresponding to the moved crosshair marker;

[0136] The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.

[0137] The crosshair indicator can be displayed in the center of the graphical user interface and can be used for functions such as aiming assistance.

[0138] In some embodiments, the movement of the crosshair marker may include: sliding the projection control.

[0139] Among them, the movement operation of the crosshair can be used to control the game scene displayed in the moving graphical user interface, thereby determining the position of the crosshair in the game scene after movement, that is, the second position point.

[0140] For example, please see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 9 The graphical user interface 10 shown on the upper side displays a crosshair marker 40 and multiple sound source range markers, including: a first sound source range marker 181, a second sound source range marker 182 and a third sound source range marker 183.

[0141] When a player's swipe gesture on the projection control is detected, the game scene can be moved and displayed based on the swipe gesture. After the swipe gesture ends, the second position point is determined based on the position of the crosshair marker 40 in the moved game scene. That is, we obtain... Figure 9 The graphical user interface 10 shown below has a crosshair marker 40 that corresponds to the second position point Q in the game scene 11.

[0142] Furthermore, the sound source range closest to the second location point Q can be identified as the third sound source range identifier 183, that is, the third sound source range identifier 183 can be used as the target sound source range identifier.

[0143] In some embodiments, during the movement operation of the crosshair marker, if the determined crosshair marker, after being moved, corresponds to a second position point in the game scene that is within the absorption area corresponding to a sound source range marker, the predicted landing point can be automatically absorbed into the sound source range area for display.

[0144] The adsorption area corresponding to the sound source range marker can be 10% of the area outside the location range indicated by the sound source range marker.

[0145] In some embodiments, to facilitate players switching between selecting a sound source range identifier to control the predicted landing point, the method may further include the following steps:

[0146] In response to the adjustment operation for the predicted landing point, determine the adjusted predicted landing point;

[0147] The effect information is updated based on the adjusted predicted landing point.

[0148] The adjustment operation for the predicted landing point can include the sliding operation of the projection control.

[0149] For example, please see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 10 The graphical user interface 10 shown on the upper side displays multiple sound source range identifiers, including: a first sound source range identifier 181, a second sound source range identifier 182, and a third sound source range identifier 183.

[0150] The predicted landing point P is located by default in the first sound source range identifier 181 that is closest to the controlled virtual object 111, and the effective area 19 and the projection trajectory 30 are displayed based on the position of the predicted landing point P.

[0151] When a player's sliding action on the projection control 17 is detected, the predicted landing point P can be moved according to the sliding action. Then, the displayed effect information can be updated based on the position of the predicted landing point P after the movement.

[0152] That is, to obtain Figure 10 The graphical user interface 10 shown below shows that the predicted landing point P after movement is located in the third sound source range identifier 183, thereby displaying the effect area 19 and the projection trajectory 30 in the third sound source range identifier 183.

[0153] In some embodiments, the method further includes the following steps:

[0154] When the landing point of the target virtual prop is within the location range indicated by the sound source range marker, the corresponding effect information of the target virtual prop is displayed on the graphical user interface.

[0155] Among them, the case where the landing point of the target virtual prop is within the location range indicated by the sound source range indicator can include: when the player triggers the projection control, the default position in the game scene can be determined as the predicted landing point according to the default settings. Then, the player can control the movement of the predicted landing point in the game scene by moving the predicted landing point. For example, the predicted landing point after the movement is controlled to be within the location range indicated by the sound source range indicator.

[0156] The display of the effect information of the target virtual prop in the graphical user interface may include: displaying the effect information based on the position point of the predicted landing point within the position range indicated by the sound source range identifier.

[0157] This application discloses a game control method, which includes: responding to a pre-projection event targeting a virtual object, displaying a sound source range identifier on a graphical user interface, wherein the range of the sound source range identifier on the graphical user interface is used to indicate at least the location range corresponding to the sound source in the game scene; controlling the predicted landing point of the target virtual object in the game scene based on the location range indicated by the sound source range identifier; and displaying effect information corresponding to the target virtual object, wherein the effect information is used to indicate the effect produced by the target virtual object after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.

[0158] To facilitate better implementation of the game control method provided in this application, this application also provides a game control device based on the above-described game control method. The meanings of the terms used are the same as in the game control method described above, and specific implementation details can be found in the descriptions within the method embodiments.

[0159] Please see Figure 11 , Figure 11 A structural block diagram of a game control device provided in this application embodiment, the device comprising:

[0160] The first display unit 301 is configured to display a sound source range identifier in the graphical user interface in response to a pre-projection event targeting a virtual prop. The range of the sound source range identifier in the graphical user interface is used to indicate at least the location range of the sound source in the game scene.

[0161] The second display unit 302 is used to control the predicted landing point of the target virtual prop in the game scene based on the location range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual prop, wherein the effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect.

[0162] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:

[0163] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the present.

[0164] In some embodiments, the display position of the sound source range identifier indicates the direction of the sound source and the distance to the sound source;

[0165] The display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.

[0166] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;

[0167] The display style of the range boundary marker indicates the duration from the end of the sound source to the current time;

[0168] The display style of the sound source type identifier indicates the sound source type.

[0169] In some embodiments, the second display unit 302 may include:

[0170] The first determining subunit is used to determine a first location point within the location range indicated by the sound source range identifier;

[0171] The second determining subunit is used to determine the predicted landing point of the target virtual item in the game scene based on the first location point.

[0172] In some embodiments, the effect information includes the effect area of ​​the target virtual item in the game scene, wherein the effect area is determined based on the predicted landing point and the corresponding range of the target virtual item.

[0173] In some embodiments, the effect area includes multiple sub-regions, and different sub-regions correspond to different effect parameters of the target virtual prop.

[0174] In some embodiments, the plurality of sub-regions are divided according to their distance from the center point of the area of ​​effect; the further the sub-region is from the center point, the smaller the corresponding effect parameter.

[0175] In some embodiments, the action parameter includes at least the damage value.

[0176] In some embodiments, the sound source range identifier includes multiple identifiers;

[0177] The second display unit 302 may include:

[0178] The third determining subunit is used to determine the target sound source range identifier based on multiple sound source range identifiers;

[0179] The first control subunit is used to control the predicted landing point of the target virtual prop in the game scene based on the location range indicated by the target sound source range identifier.

[0180] In some embodiments, the third determining subunit may specifically be used for:

[0181] The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.

[0182] In some embodiments, the third determining subunit may specifically be used for:

[0183] In response to the selection operation for the plurality of sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.

[0184] In some embodiments, the graphical user interface provides a crosshair marker for aiming assistance;

[0185] In some embodiments, the third determining subunit may specifically be used for:

[0186] In response to a movement operation on the crosshair marker, it is determined that the crosshair marker, after being moved, corresponds to a second position point in the game scene;

[0187] The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.

[0188] In some embodiments, the first display unit 301 may include:

[0189] The acquisition subunit is used to acquire information about at least one historical sound source that appeared within a specified historical time period.

[0190] The display subunit is used to display the sound source range identifier corresponding to the historical sound source in the graphical user interface based on the information of the historical sound source.

[0191] In some embodiments, the pre-projection event includes at least:

[0192] The projection control is displayed based on the triggering operation in the graphical user interface.

[0193] In some embodiments, the second display unit 302 may include:

[0194] The second control subunit is used to respond to a trigger operation on the projection control and control the predicted landing point of the target virtual prop in the game scene based on the location range indicated by the sound source range identifier.

[0195] In some embodiments, the device may further include:

[0196] The third display unit is used to display the effect information corresponding to the target virtual prop in the graphical user interface when the landing point of the target virtual prop is within the location range indicated by the sound source range identifier.

[0197] In some embodiments, the device may further include:

[0198] A determination unit is used to determine the adjusted predicted landing point in response to an adjustment operation for the predicted landing point;

[0199] The update unit is used to update the displayed effect information based on the adjusted predicted landing point.

[0200] In some embodiments, the sound source range identifier is displayed in the game scene.

[0201] This application discloses a game control device. A first display unit 301, in response to a pre-projection event targeting a virtual item, displays a sound source range identifier on the graphical user interface. The range of the sound source range identifier on the graphical user interface at least indicates the location range of the sound source in the game scene. A second display unit 302, based on the location range indicated by the sound source range identifier, controls the predicted landing point of the target virtual item in the game scene and displays the effect information corresponding to the target virtual item. The effect information indicates the effect produced by the target virtual item after the predicted landing point takes effect. Thus, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.

[0202] Accordingly, embodiments of this application also provide a computer device, which can be a terminal. For example... Figure 12 As shown, Figure 12This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 and the memory 602 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0203] The processor 601 is the control center of the computer device 600. It connects various parts of the computer device 600 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 602, and calling data stored in the memory 602, it performs various functions of the computer device 600 and processes data, thereby monitoring the computer device 600 as a whole.

[0204] In this embodiment, the processor 601 in the computer device 600 loads the instructions corresponding to the processes of one or more applications into the memory 602 according to the following steps, and the processor 601 runs the applications stored in the memory 602 to achieve various functions:

[0205] In response to a pre-projection event targeting a virtual prop, a sound source range indicator is displayed in the graphical user interface. The range of the sound source range indicator in the graphical user interface is used to indicate at least the location range of the sound source in the game scene.

[0206] Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the corresponding effect information of the target virtual prop is displayed. The effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect.

[0207] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:

[0208] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the present.

[0209] In some embodiments, the display position of the sound source range identifier indicates the direction and distance of the sound source;

[0210] The display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.

[0211] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;

[0212] The display style of the range boundary marker indicates the duration from the end of the sound source to the current time;

[0213] The display style of the sound source type identifier indicates the sound source type.

[0214] In some embodiments, controlling the predicted landing point of a target virtual item in a game scene based on the location range indicated by a sound source range identifier includes:

[0215] Determine the first location point within the location range indicated by the sound source range marker;

[0216] The predicted landing point of the target virtual item in the game scene is determined based on the first location point.

[0217] In some embodiments, the effect information includes the area of ​​effect of the target virtual item in the game scene, wherein the area of ​​effect is determined based on the predicted landing point and the corresponding range of effect of the target virtual item.

[0218] In some embodiments, the effect area includes multiple sub-regions, and different sub-regions correspond to different effect parameters of the target virtual item.

[0219] In some embodiments, multiple sub-regions are divided according to their distance from the center point of the area of ​​effect; the further the sub-region is from the center point, the smaller the corresponding effect parameter.

[0220] In some embodiments, the action parameter includes at least the damage value.

[0221] In some embodiments, the sound source range identifier includes multiple identifiers;

[0222] Based on the location range indicated by the sound source range identifier, control the predicted landing point of the target virtual prop in the game scene, including:

[0223] Determine the target sound source range identifier based on multiple sound source range identifiers;

[0224] Based on the location range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.

[0225] In some embodiments, determining a target sound source range identifier based on multiple sound source range identifiers includes:

[0226] The target sound source range identifier is determined based on the range identifier of the sound source closest to the controlled virtual object.

[0227] In some embodiments, determining a target sound source range identifier based on multiple sound source range identifiers includes:

[0228] In response to a selection operation for multiple sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.

[0229] In some embodiments, the graphical user interface provides a crosshair marker for aiming assistance;

[0230] The target sound source range identifier is determined based on multiple sound source range identifiers, including:

[0231] In response to a movement operation on the crosshair marker, determine the second position point in the game scene corresponding to the moved crosshair marker;

[0232] The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.

[0233] In some embodiments, displaying a sound source range identifier in a graphical user interface includes:

[0234] Obtain information on at least one historical sound source that appeared within a specified historical time period;

[0235] Based on information about historical sound sources, the system displays the sound source range identifiers corresponding to the historical sound sources in the graphical user interface.

[0236] In some embodiments, the pre-projection event includes at least:

[0237] The projection control is displayed based on the trigger action in the graphical user interface.

[0238] In some embodiments, controlling the predicted landing point of a target virtual item in a game scene based on the location range indicated by a sound source range identifier includes:

[0239] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the location range indicated by the sound source range identifier.

[0240] In some embodiments, the method further includes:

[0241] When the landing point of the target virtual prop is within the location range indicated by the sound source range marker, the corresponding effect information of the target virtual prop is displayed on the graphical user interface.

[0242] In some embodiments, after displaying the effect information corresponding to the target virtual item, the method further includes:

[0243] In response to the adjustment operation for the predicted landing point, determine the adjusted predicted landing point;

[0244] The effect information is updated based on the adjusted predicted landing point.

[0245] In some embodiments, a sound source range identifier is displayed in the game scene.

[0246] This application embodiment, in response to a pre-projection event targeting a virtual item, displays a sound source range identifier on a graphical user interface. The range of the sound source range identifier on the graphical user interface at least indicates the location range corresponding to the sound source in the game scene. Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual item in the game scene is controlled. Furthermore, the corresponding effect information of the target virtual item is displayed, indicating the effect produced after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process, assisting players in accurately projecting and thus improving the player's gaming experience.

[0247] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0248] Optional, such as Figure 12 As shown, the computer device 600 also includes: a touch screen display 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch screen display 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will understand that... Figure 12 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0249] The touch display screen 603 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 603 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 601. It can also receive and execute commands from the processor 601. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 601 to determine the type of touch event. Subsequently, the processor 601 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 603 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 603 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to achieve input functions.

[0250] The radio frequency circuit 604 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0251] Audio circuitry 605 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 605 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 605, converted back into audio data, and then processed by processor 601 before being transmitted via radio frequency circuitry 604 to, for example, another computer device, or output to memory 602 for further processing. Audio circuitry 605 may also include an earphone jack to facilitate communication between peripheral headphones and computer devices.

[0252] The input unit 606 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0253] Power supply 607 is used to supply power to various components of computer device 600. Optionally, power supply 607 can be logically connected to processor 601 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 607 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0254] although Figure 12 As not shown in the diagram, computer device 600 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0255] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0256] As can be seen from the above, the computer device provided in this embodiment can respond to a pre-projection event for a target virtual prop by displaying a sound source range identifier in a graphical user interface. The range of the sound source range identifier in the graphical user interface is used to indicate at least the location range of the sound source in the game scene. Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed. The effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect.

[0257] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0258] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game control methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0259] In response to a pre-projection event targeting a virtual prop, a sound source range indicator is displayed in the graphical user interface. The range of the sound source range indicator in the graphical user interface is used to indicate at least the location range of the sound source in the game scene.

[0260] Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the corresponding effect information of the target virtual prop is displayed. The effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect.

[0261] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:

[0262] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the present.

[0263] In some embodiments, the display position of the sound source range identifier indicates the direction and distance of the sound source;

[0264] The display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.

[0265] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;

[0266] The display style of the range boundary marker indicates the duration from the end of the sound source to the current time;

[0267] The display style of the sound source type identifier indicates the sound source type.

[0268] In some embodiments, controlling the predicted landing point of a target virtual item in a game scene based on the location range indicated by a sound source range identifier includes:

[0269] Determine the first location point within the location range indicated by the sound source range marker;

[0270] The predicted landing point of the target virtual item in the game scene is determined based on the first location point.

[0271] In some embodiments, the effect information includes the area of ​​effect of the target virtual item in the game scene, wherein the area of ​​effect is determined based on the predicted landing point and the corresponding range of effect of the target virtual item.

[0272] In some embodiments, the effect area includes multiple sub-regions, and different sub-regions correspond to different effect parameters of the target virtual item.

[0273] In some embodiments, multiple sub-regions are divided according to their distance from the center point of the area of ​​effect; the further the sub-region is from the center point, the smaller the corresponding effect parameter.

[0274] In some embodiments, the action parameter includes at least the damage value.

[0275] In some embodiments, the sound source range identifier includes multiple identifiers;

[0276] Based on the location range indicated by the sound source range identifier, control the predicted landing point of the target virtual prop in the game scene, including:

[0277] Determine the target sound source range identifier based on multiple sound source range identifiers;

[0278] Based on the location range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.

[0279] In some embodiments, determining a target sound source range identifier based on multiple sound source range identifiers includes:

[0280] The target sound source range identifier is determined based on the range identifier of the sound source closest to the controlled virtual object.

[0281] In some embodiments, determining a target sound source range identifier based on multiple sound source range identifiers includes:

[0282] In response to a selection operation for multiple sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.

[0283] In some embodiments, the graphical user interface provides a crosshair marker for aiming assistance;

[0284] The target sound source range identifier is determined based on multiple sound source range identifiers, including:

[0285] In response to a movement operation on the crosshair marker, determine the second position point in the game scene corresponding to the moved crosshair marker;

[0286] The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.

[0287] In some embodiments, displaying a sound source range identifier in a graphical user interface includes:

[0288] Obtain information on at least one historical sound source that appeared within a specified historical time period;

[0289] Based on information about historical sound sources, the system displays the sound source range identifiers corresponding to the historical sound sources in the graphical user interface.

[0290] In some embodiments, the pre-projection event includes at least:

[0291] The projection control is displayed based on the trigger action in the graphical user interface.

[0292] In some embodiments, controlling the predicted landing point of a target virtual item in a game scene based on the location range indicated by a sound source range identifier includes:

[0293] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the location range indicated by the sound source range identifier.

[0294] In some embodiments, the method further includes:

[0295] When the landing point of the target virtual prop is within the location range indicated by the sound source range marker, the corresponding effect information of the target virtual prop is displayed on the graphical user interface.

[0296] In some embodiments, a sound source range identifier is displayed in the game scene.

[0297] In some embodiments, after displaying the effect information corresponding to the target virtual item, the method further includes:

[0298] In response to the adjustment operation for the predicted landing point, determine the adjusted predicted landing point;

[0299] The effect information is updated based on the adjusted predicted landing point.

[0300] This application embodiment, in response to a pre-projection event targeting a virtual item, displays a sound source range identifier on a graphical user interface. The range of the sound source range identifier on the graphical user interface at least indicates the location range corresponding to the sound source in the game scene. Based on the location range indicated by the sound source range identifier, the predicted landing point of the target virtual item in the game scene is controlled. Furthermore, the corresponding effect information of the target virtual item is displayed, indicating the effect produced after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process, assisting players in accurately projecting and thus improving the player's gaming experience.

[0301] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0302] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0303] Since the computer program stored in the computer-readable storage medium can execute the steps in any of the game control methods provided in the embodiments of this application, the beneficial effects that any of the game control methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0304] The foregoing has provided a detailed description of a game control method, apparatus, computer-readable storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game control method characterized by comprising: The method comprises the following steps: In response to a preliminary projection event for a target virtual prop, a sound source range identifier is displayed on the graphical user interface, the sound source range identifier identifies a range of positions in the game scene corresponding to a sound source, the sound source does not include the controlled virtual object; Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, which is used to indicate the effect of the target virtual prop after the predicted landing point takes effect; In the case where the sound source range identifier includes one, the control of the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier comprises: The predicted landing point of the target virtual prop is automatically attracted to the position range indicated by the sound source range identifier; In the case where the sound source range identifier includes multiple, the control of the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier comprises: Determining a target sound source range identifier based on multiple sound source range identifiers; The predicted landing point of the target virtual prop is automatically attracted to the position range indicated by the target sound source range identifier; The determination of the target sound source range identifier based on multiple sound source range identifiers comprises: Determining the target sound source range identifier based on the sound source range identifier closest to the controlled virtual object; Or, in response to a selection operation for multiple sound source range identifiers, determining the target sound source range identifier based on the selected sound source range identifier; Or, the graphical user interface is provided with a center mark identifier, and in response to a movement operation for the center mark identifier, a second position point in the game scene corresponding to the movement of the center mark identifier is determined; Determining the target sound source range identifier based on the sound source range identifier closest to the second position point.

2. The method of claim 1, wherein, The sound source range identifier is also used to indicate at least one of the following information: Sound source direction, sound source distance, sound source type, sound source end to current time length.

3. The method of claim 2, wherein, The display position of the sound source range identifier indicates the sound source direction and the sound source distance; The display style of the sound source range identifier indicates the sound source type and the sound source end to current time length.

4. The method of claim 3, wherein, The sound source range identifier includes range boundary identifier and sound source type identifier; The display style of the range boundary identifier indicates the sound source end to current time length; The display style of the sound source type identifier indicates the sound source type.

5. The method of claim 1, wherein, The control of the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier comprises: Determining a first position point in the position range indicated by the sound source range identifier; Determining the predicted landing point of the target virtual prop in the game scene based on the first position point.

6. The method of claim 1, wherein, The effect information of the target virtual prop includes an effect area of the target virtual prop in the game scene, wherein the effect area is determined based on the predicted landing point and an effect range corresponding to the target virtual prop.

7. The method of claim 6, wherein, The effect area includes a plurality of sub-areas, and different sub-areas correspond to different effect parameters of the target virtual prop.

8. The method of claim 7, wherein, The plurality of sub-areas are divided according to distances from a center point of the effect area; the farther a sub-area is from the center point, the smaller the corresponding effect parameter is.

9. The method of claim 1, wherein, The sound source range identifier displayed on the graphical user interface includes: obtaining information of at least one historical sound source occurring in a specified historical time period; based on the information of the historical sound source, displaying a sound source range identifier corresponding to the historical sound source on the graphical user interface.

10. The method of claim 1, wherein, The preliminary projection event at least includes: displaying a projection control according to a trigger operation on the graphical user interface.

11. The method of claim 10, wherein, The position range indicated by the sound source range identifier includes: in response to a trigger operation on the projection control, controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier.

12. The method of claim 1, wherein, The method further includes: in a case where the landing point of the target virtual prop is located within the position range indicated by the sound source range identifier, displaying effect information corresponding to the target virtual prop on the graphical user interface.

13. The method of claim 1, wherein, After displaying the effect information corresponding to the target virtual prop, the method further includes: in response to an adjustment operation on the predicted landing point, determining an adjusted predicted landing point; updating the displayed effect information based on the adjusted predicted landing point.

14. The method of claim 1, wherein, The sound source range identifier is displayed in the game scene.

15. A game control device, characterized by comprising: A graphical user interface is provided by a terminal device, and the graphical user interface at least includes a part of a game scene, the game scene including a controlled virtual object, and the apparatus includes: a first display unit configured to, in response to a preliminary projection event of a target virtual prop, display a sound source range identifier on the graphical user interface, the sound source range identifier indicating a position range corresponding to a sound source in the game scene, the sound source not including the controlled virtual object; a second display unit configured to control a predicted landing point of the target virtual prop in the game scene based on a position range indicated by the sound source range identifier, and display effect information corresponding to the target virtual prop, the effect information indicating an effect of the target virtual prop after the predicted landing point takes effect; in a case where the sound source range identifier includes one, the second display unit is configured to: automatically attract the predicted landing point of the target virtual prop to the position range indicated by the sound source range identifier; in a case where the sound source range identifier includes a plurality, the second display unit includes: a third determination sub-unit configured to determine a target sound source range identifier based on the plurality of sound source range identifiers; The first control subunit is configured to automatically adsorb the predicted landing point corresponding to the target virtual prop into a position range indicated by the target sound source range identifier; The third determination subunit is configured to: determine the target sound source range identifier based on a sound source range identifier closest to the controlled virtual object; or, in response to a selection operation on a plurality of the sound source range identifiers, determine the target sound source range identifier based on a selected sound source range identifier; or, the graphical user interface is provided with a center mark identifier, and in response to a movement operation on the center mark identifier, determine a second position point in the game scene corresponding to the center mark identifier after movement; determine the target sound source range identifier based on a sound source range identifier closest to the second position point.

16. A computer device, comprising: The computer readable storage medium stores a plurality of instructions, which are adapted to be loaded by the processor to execute the game control method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a plurality of instructions, which are adapted to be loaded by the processor to execute the game control method according to any one of claims 1 to 14.

Citation Information

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